tutorial consists of two parts.
The first part includes modelling techniques,
lighting and cameraplacement.
The second part presents information on texturing
and rendering the scene.
worked on 3DS MAX Release 4.2, for texturing
I used Photoshop.
started creating the scene by sketching down
From all the drawings I picked the best one
and went from there.
My next step was to collect all information
about my object from the real world.
O D E L L I N G
first piece I modelled was the "window
the 'Standard Primitives' I picked the box.
After creating it, I converted the box into
an "Editable Poly". In the "Modification"-panel,
under "Selection/Face", I select
the frontside of my "parapet".
Using "MeshSmooth" I subdivide
Afterwards I moved some points and edges.
Now the box started to look more friendly...
C R A T C H E S
'Front View', I selected polygons in the areas
where I wanted scratched. I subdivided them
once, using "Tessellate", not "MeshSmooth"!
Then I moved some points and edges, as shown
on the picture on the left.
selected all the edges I needed and chamfered
them. Collapsing some points I got rid of those
that were not essential for the scratches. After
selecting the polygons inside my scratches,
I extruded them to just a bit to the inside
of the "parapet". - If your scratch
doesn't look good, just tessellate the polygons
I repeated all steps of creating 'scratches'
until I had a sattisfying result:
E T A L R A I L & S C R E W S
standard cylinders and two spheres connected,
using 'Boolean' operation, became a rail.
The screws are just primitive scylinders
again, but I changed the amount of sides
to six and unchecked the 'Smooth'-option.
'Metal plate' was formed out of a plain box,
converted into an 'Editable Poly', that
and using 'Extrude' and 'MeshSmooth',
was brought into shape.